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semedar

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Posts posted by semedar


  1. On 5/4/2017 at 10:27 PM, Greatman said:

     

     

    I wonder if you can help me, I have .paa file that works perfectly fine in arma 2. However when I use it in arma 3 as RscActiveText same as I do in arma 2, it doesn't show the image. I am trying to use this image as a button which is why I use RscActiveText. 

    It would appear that arma 3 does not support RGBA or at least in my case this is what is happening? If i convert Png-24bit to .paa it works however this format does not save background transparency . When I load a small .jpg it also works. since my image is not square i tried your suggestion i made sure the image had a squared background that is transparent but even then it wont show. I am kind of out of ideas and googled my way here.

     

     

    EDIT: The image appears to be there, but vastly washed can barely be seen. 

    I'm having the exact same problem now.. can't seem to convert my image to DX5 if that's the problem. I've been at it going on 6 hours now trying to figure out this stupid problem.


  2. Since my problem is somewhat related to this.

    I have a Rainbow Six'y mission I'm in the process of creating and I'm trying to make this script so that the person who kills an enemy, he initiates the chat (Tango Down, Got Him, etc..).

    Currently, the script shows the local player on the client side show that he himself said it, even though someone else killed/triggered the script.

    Any help would be greatly appreciated! :)

    waitUntil {!(isNil "bis_fnc_init")};
    _responses = [["GotHim","Got Him!"],["Contact","Contact!"],["TangoDown","Tango Down!"],["BingoBingo","Bingo Bingo!"],["ThreatNeutralized","Threat Neutralized!"]];
    _indx = floor random 3;
    playsound ((_responses select _indx) select 0);
    
    


  3. Stupid question: Does the static C130 drop (never tested it)?

    Try putting the trigger-code into the pilotHalo.sqf.

    Something like this?

    pilotHalo.sqf

    /* Script By Semedar */
    
    // Creates The Trigger
    _haloTrigger=createTrigger ["EmptyDetector",getPos C130J];
    _haloTrigger setTriggerArea [5,5,0,true];
    _haloTrigger setTriggerActivation ["ANY","PRESENT",true];
    _haloTrigger setTriggerStatements ["((getpos player select 2) > 4998)", "[player, 5000] exec 'ca\air2\halo\data\Scripts\HALO_init.sqs'", "deleteVehicle __haloTrigger"];
    _haloTrigger setTriggerText "C130J HALO";
    _haloTrigger setTriggerType "NONE";
    // Teleports Player To The C130J
    player setPosATL [1484.71,13248,5001.20]; player setDir 0;
    // Tells The Player He Boarded The C130J
    TitleText ["", "BLACK FADED", 3];
    titleText ["You Boarded A C-130J", "BLACK OUT"];
    // Blur Effect When Action Activated
    "dynamicBlur" ppEffectEnable true;
    "dynamicBlur" ppEffectAdjust [6];
    "dynamicBlur" ppEffectCommit 0;
    "dynamicBlur" ppEffectAdjust [0.0];
    "dynamicBlur" ppEffectCommit 7;
    sleep 7;
    exit
    

    Edit: Just tried it and it still doesn't fix it.


  4. As the title says, I have a mission where once I destroy an object (RadarTower), it adds an action to a pilot back at base where it teleports me to inside a static C-130.

    My current setup:

    Trigger:

    Axis A/B:
    5 / Rectangle
    Activation:
    Anybody / Repeatedly / Present
    Condition:
    ((getpos player select 2) > 4998)
    On Act:
    [player, 5000] exec "ca\air2\halo\data\Scripts\HALO_init.sqs";
    

    pilotAddAction.sqf

    /* Script By Semedar */
    
    // Adds HALO Action Option
    pilotHalo addAction [("<t color=""#0099FF"">" + ("C-130J HALO Jump") +"</t>"), "Scripts\Structures\pilotHalo.sqf"];
    // Adds 3D Text On Object (Pilot)
    waitUntil{(!(isNil "bis_fnc_init"))};
    ["<t size='.5'>[ <t color='#0099FF'>C-130J HALO Jump</t> ]",position pilotHalo,15,0] spawn bis_fnc_3Dcredits;
    exit
    

    pilotHalo.sqf

    /* Script By Semedar */
    
    // Teleports Player To The C130J
    player setPosATL [1484.71,13248,5001.20]; player setDir 0;
    // Tells The Player He Boarded The C130J
    TitleText ["", "BLACK FADED", 3];
    titleText ["You Boarded A C-130J", "BLACK OUT"];
    // Blur Effect When Action Activated
    "dynamicBlur" ppEffectEnable true;
    "dynamicBlur" ppEffectAdjust [6];
    "dynamicBlur" ppEffectCommit 0;
    "dynamicBlur" ppEffectAdjust [0.0];
    "dynamicBlur" ppEffectCommit 7;
    sleep 7;
    exit
    

    The first jump works as expected, but once I land and go back to the C-130 and try to jump again the "Open Chute" action is no longer there and I can't control my character (move around) and ultimately die. :(


  5. Sorry to revive this thread, but how do you set the breath (fog) to dissapear faster?

    In my mission I have:

    setWind [0,10, true];

    And the breath looks like it's ejecting out of the player at maximum speed in a straight line. :rolleyes:

    Edit:

    Hah, nevermind. Figured it out by counting how long the fog was alive for and turned out to be ~2. So I looked for something that equaled "2" and it's here:

    _fog setParticleRandom [2, [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    

    Just change the 2 to something like:

    _fog setParticleRandom [[color="Red"].1[/color], [0, 0, 0], [0.25, 0.25, 0.25], 0, 0.5, [0, 0, 0, 0.1], 0, 0, 10];
    

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